SuperAPI AI Directory

18-game-3d-content-and-blender-pipeline-specification

Design & creation

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Updated 10-16 03:40

About this skill

Game 3D Content and Blender Pipeline Specification

Define the project-specific, versioned contract that turns approved 3D content intent into reproducible Blender sources and verified runtime assets.

Use When

  • A game SRS and art direction require a Blender/DCC-to-engine production specification.
  • Characters, props, environments, vehicles, rigs, animation, LODs, collision or export evidence need deterministic acceptance criteria.

Do Not Use When

  • The decision is whole-game architecture; use 17-game-system-architecture-specification.
  • The work is class/module implementation; use 05-game-technical-implementation-specification.
  • Blender has not been selected; keep the contract DCC-neutral and record the unresolved ADR.

Required Inputs

Artefact Source or provider Required? Behaviour when missing
Approved GREQ-*, game architecture, art direction and player/camera use Project workspace Yes Stop and list missing decisions.
Pinned Blender, exporter, engine/importer and platform versions Technical art/engineering Yes Produce only a provisional spike contract.
Asset inventory, runtime budgets and simultaneous-count envelopes Art, performance, production Yes Block numeric acceptance and scale claims.
Cultural provenance, rights, safeguarding and reference approvals Research/governance Conditional Block affected asset production.

Workflow

  1. Inspect _context/, requirements, architecture, art direction, asset inventory, budgets, rights and source register; record exact sources used.
  2. Specify toolchain versions, extensions, units/axes, transforms, colour management, names, folders, source-control and generated boundaries.
  3. Create GASSET-* contracts for each asset class: use/camera distance, silhouette, topology, UV/bake/material, hierarchy/pivot, rig/animation, collision, LOD, import and runtime envelope.
  4. Define export skeleton/control separation, clip/event/root-motion/socket rules, influence/corrective limits and deformation stress poses where applicable.
  5. Define pinned export/import presets, clean re-import, deterministic automation, validation reports and source→export→import→build lineage.
  6. Specify engine stress scenes, target-device budgets and failure/recovery behaviour. Tutorial figures are never project budgets.
  7. Trace each GASSET-* to GREQ-*, GARCH-*, GIMPL-*, GTEST-*, owner and retained evidence.
  8. Run anti-slop and source/version checks; stop on missing rights, owner, target hardware, measurable oracle or reproducible import.

Outputs

Artefact Consumer Acceptance condition
3D content and Blender pipeline specification Art, technical art, engineering, QA Version, source, export/import, runtime and failure contracts are explicit.
Asset acceptance/trace matrix QA, performance, release Every requirement has owner, oracle, build/device and evidence path.

Evidence Produced

Evidence Reviewer Acceptance condition
Toolchain and asset-lineage manifest Technical art/release Source revision, exporter/importer, engine build and dependencies are reproducible.
Clean re-import and runtime acceptance report QA/performance Structure, deformation, material, collision, LOD and measured budgets have pass/fail results.

Capability and permission boundaries

Read and search are required. Editing project specs is allowed by the request; modifying .blend files, installing add-ons, accepting licences, publishing content or changing release imports requires separate authority.

Degraded mode

Without Blender execution or target-engine import, produce a qualified specification and mark export fidelity, deformation, materials and runtime cost not assessed; do not infer them from screenshots.

Decision Rules

Choice or condition Action Risk avoided
Blender/exporter version unknown Freeze a versioned spike first. Irreproducible assets.
Detail has no silhouette/deformation/gameplay value Bake, instance, texture or remove. Unmeasured complexity.
Rig feature cannot export Bake to a stable deformation skeleton or reproduce in engine. DCC-only motion.
Historic tutorial conflicts with official pinned docs Use official behaviour and record divergence. Obsolete implementation.

Quality Standards

  • Every GASSET-* is singular, uniquely identified, traced and paired with a deterministic oracle.
  • Include target build, scene, hardware, simultaneous count, percentile/window where performance is claimed.
  • Keep project canon and cultural claims tied to approved provenance and named review.
  • Apply 09-governance-compliance/28-anti-ai-slop before release.

Anti-Patterns

  • “Optimised asset” without budget. Fix: name metric, scene, device and threshold.
  • Beauty render as proof. Fix: clean re-import plus runtime evidence.
  • Control rig exported wholesale. Fix: stable export skeleton and baked contract.
  • One generic LOD value. Fix: measure asset class, coverage and simultaneous scene.
  • Book path as runtime dependency. Fix: retain self-contained rules and source limits.

References